I have read a lot in the Wiki and other areas about smoothing groups, normal maps, tangents, vertex count, bevels. and I am still confused. So...
Any time there is an angle in the low poly that is 90 or more than there needs to be a hard edge (in MAX a different smoothing group). Does this part of the model also needs to be separated into a different UV shell. or will throwing it in a different smoothing group be good enough.
Only 90 degree angles or worse need to be separated in UV space and have there own smoothing group right, everything else can have the same smoothing group and doesnt need its own UV island?
I am wondering this because a model I have had a seam showing in the normal map on an area where the lowpoly angle wasnt harsher than 45 degrees and it had one smoothing group and a single UV island.
Replies
If you have a hard edge you also need to separate the UV's along that edge to avoid artifacts due to the texture filtering.
wires
normals with three smoothing groups
Xoliul's viewport shader
Max's render next to the High poly(blue)
UDK screenshot
Maybe I am not setting up the shader properly. I am just using the default lighting, but I have tried a three point light system and still havent got good results from the viewport shader. Any ideas?
click the [+] on the top left corner of the viewport -> Configure -> Lighting and Shadows -> Use default light and switch from 2 lights to 1 light..
maybe this helps
No you can't trust max renders, the render will fix some of the errors from a bad bake. Only trust the engine you are importing to. In this case it seams(pun!) you are using UDK, so only trust that.
Conclusion: Render the normals, throw on viewport shader and flip the green, check the map, import into UDK and squeel with joy!
Can I get this in the nitrous viewport?